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It seems if you click somewhere, and someone/thing is next to you, or gets in your way (even in an open map) you just stop, until the thing moves. On main server, you move around the object/person whenever this happens. Could you implement the same thing here?

This is indeed the case as no actor checking occurs while navigating at this point. At least not until it finds an actor in the next square in sequence.

I may be tired, but I don't get how to set say key 1 to my button G4.
Actually, apart from calling
./ratslap -p f3-5
I don't understand how you actually set a modified mode. Should I edit the
source code and recompile?

Currently, when the user issues a tell/ask command, the bot doesn’t parse out any punctuation IMMEDIATELY following the nick. This should be done for characters that are illegal for IRC nicks ( TODO: verify this list ).

In light of FS#95, it would be good to have the ability to forcibly kill the bot no matter what state it’s in. It would also be useful if the bot had better monitoring and handling of itself ( FS#97 ).

As listed in #77 item 3, a list of the bot’s current inventory would be useful. You could therefore see exactly what it has on it. Potentially, the items list could have a column for currently holding and have a toggle for “only show items currently in inv”.

Right now there is a “Stackable” entry for each item in the DB. This has to be set manually atm. If not set correctly it can make the allocated slots info output from the “status” command look confusing. (i.e. more than 36 slots allocated. 36 is maximum in EL).

Please make the bot determine if an item is stackable and set it as such.

Until that is done, if you can be bothered, remove “Stackable” column from WBI and allocated slot info from “status” command output.

The WebAdmin interface could include the ability to view messages as stored in the Messages table. This contains a history of messages sent to/from players using the bot’s “msg” command ( and maybe messages sent via the messaging system developed in #12 (FS#66) too ).